BitmapData#blendSourceIn()
  • References/Game Development/Phaser/Graphics/BitmapData

blendSourceIn() → {Phaser.BitmapData}

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BitmapData#blendLuminosity()
  • References/Game Development/Phaser/Graphics/BitmapData

blendLuminosity() → {Phaser.BitmapData}

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RenderTexture#requiresUpdate
  • References/Game Development/Phaser/Graphics/RenderTexture

requiresUpdate : boolean This will let a renderer know that a texture has been updated (used mainly for webGL uv updates)

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BitmapData#replaceRGB()
  • References/Game Development/Phaser/Graphics/BitmapData

replaceRGB(r1, g1, b1, a1, r2, g2, b2, a2, region) → {

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BitmapData#blendDifference()
  • References/Game Development/Phaser/Graphics/BitmapData

blendDifference() → {Phaser.BitmapData}

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RenderTexture#setFrame()
  • References/Game Development/Phaser/Graphics/RenderTexture

setFrame(frame) Specifies the region of the baseTexture that this texture will use. Parameters

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RenderTexture#width
  • References/Game Development/Phaser/Graphics/RenderTexture

width : number The with of the render texture Inherited From

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BitmapData#cls()
  • References/Game Development/Phaser/Graphics/BitmapData

cls() Clears the BitmapData context using a clearRect. Source code:

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Graphics#removeChildren()
  • References/Game Development/Phaser/Graphics/Graphics

removeChildren(beginIndex, endIndex) Removes all children from this container that are within the begin and end indexes.

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BitmapData#move()
  • References/Game Development/Phaser/Graphics/BitmapData

move(x, y, wrap) → {Phaser

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